I’ve kept tinkering at the ideas in this blogpost, boiled it down to 12 core archetypes, and bundled it all in a handy PDF/HTML reference document!

It can be found on Itch.io now!

I’m quite happy with how it turned out; it features base stats, number appearing, role description, abilities and “can be used for” for 12 archetypes, in addition to sample encounter tables for 6 common biomes/terrain types/hexes.

The full list includes:

  • Bear. A solitary powerhouse that gets deadlier when wounded. Use for: Ogres, trolls, lone barbarians, cave beasts, or any solo brute-force threat.
  • Bull. A thundering force of muscle and momentum, explosive and wild. Use for: Boars, minotaurs, large scarab beetles, knights on horseback, or any threat that relies on momentum and charging.
  • Deer. Skittish and swift—designed to escape, not to fight. Use for: Wild game, birds, prey animals, timid spirits, fae scouts, elusive messengers or any target that prioritizes escape over combat.
  • Dragon. A legendary apex threat with devastating attacks and fearsome presence. Use for: Dragons, demon lords, ancient guardians, or any legendary-tier threat.
  • Elephant. A living siege weapon—unstoppable and ruinous when provoked. Use for: Giants, siege beasts, war constructs, ents/treants, or any massive, destructive force.
  • Hawk. Aerial harassers that confuse, distract, and chip away from above. Use for: Vultures, eagles, harpies, gargoyles, flying imps, or any highly mobile threat.
  • Horse. Not a threat unless seriously provoked. Use for: Mounts of all kinds (large birds, horses, camels, dinosaurs)
  • Snake. Fragile but deadly—lurks in shadow, strikes with poison and surprise. Use for: Dangerous insects or plants, assassin’s pets, scorpions, or any threat that strikes from hiding.
  • Spider. A lurking threat that thrives when its victims are caught or trapped. Use for: Insects, web-spinning demons, saboteurs/trappers, mimics, cursed relics.
  • Swarm. Weak individually, but together they overwhelm, spread disease, and wear you down. Use for: Weak minions, rats, insect swarms, bat clouds, goblins, piranhas, zombies, or any threat that relies on numbers.
  • Tiger. A stealthy, devastating ambusher with the power to drop foes in a single strike. Use for: Tigers and other large felines, crocodiles (in water), jungle stalkers, griffons (flying), skilled assassins, dangerous predators.
  • Wolf. A coordinated predator that grows bolder and deadlier in a pack. Use for: Bandit gangs, goblins packs, velociraptors, guards, or any coordinated group of attackers.

And in other “go check it out” news: go back Knock! Issue #5 now!

These statblocks are designed to be flexible templates. When using them:

  1. Adjust the numbers – Increase or decrease STR, DEX, WIL, HP, and Armor based on the specific creature you’re creating.
  2. Rename attacks – “Bite” could become “Sword Slash” or “Tentacle Strike” as appropriate.
  3. Modify special abilities – Keep the mechanical effect but change the flavor to suit your creature.
  4. Consider combinations – Mix and match features from different archetypes for unique enemies.

For example, a veteran knight might use the Horse archetype for mobility, but with the Bear’s strength and the Wolf’s pack tactics to represent coordinated cavalry charges.

Bear

HP 10 Armor 1
STR 16 DEX 8 WIL 14
#: 1 Danger: ⚠️ ⚠️ ⚠️

A solitary powerhouse that gets deadlier when wounded.

  • Claws (d10, Brutal 8)
  • Grapple: Can forego attack to grapple a target (DEX Save to avoid). Take d4 STR damage each round, STR Save to escape.
  • Fury: When reduced to 0 HP, makes a WIL save. On success, regains 1d6 HP and becomes enraged (attacks are Enhanced).

Use for: Ogres, trolls, lone barbarians, cave beasts, or any solo brute-force threat.

Bull

HP 6 Armor 0
STR 14 DEX 12 WIL 8
#: 1d4 Danger: ⚠️ ⚠️

A thundering force of muscle and momentum, explosive and wild.

  • Trample (d8)
  • Charge: If the bull can charge in a straight line at the target before attacking, attack is Enhanced and knocks target down or back.

Use for: Boars, minotaurs, large scarab beetles, knights on horseback, or any threat that relies on momentum and charging.

Deer

HP 3 Armor 0
STR 8 DEX 16 WIL 6
#: 2d6 Danger: ⚠️

Skittish and swift—designed to escape, not to fight.

  • Skittish: Decreases the chance of being surprised by -1.
  • Fast: On a successful DEX Save, greatly increases distance to attackers.

Use for: Wild game, birds, prey animals, timid spirits, fae scouts, elusive messengers or any target that prioritizes escape over combat.

Dragon

HP 18 Armor 3
STR 18 DEX 12 WIL 16
#: 1 Danger: ⚠️ ⚠️ ⚠️

A legendary apex threat with devastating attacks and fearsome presence.

  • Claws (2d8, Sweep 7)
  • Bite (d10, Brutal 8)
  • Breath weapon: (d12, blast). Recharges on 5–6 each round. Telegraphed 1 turn in advance.
  • Flying: Fly-by attacks. Melee attackers must DEX save to hit.
  • Terrifying: WIL save or become Impaired until regrouping.

Use for: Dragons, demon lords, ancient guardians, or any legendary-tier threat.

Elephant

HP 12 Armor 2
STR 18 DEX 6 WIL 10
#: 1 Danger: ⚠️ ⚠️ ⚠️

A living siege weapon—unstoppable and ruinous when provoked.

  • Tusks (d8)
  • Trample (d10, blast)
  • Charge: If charging straight-line, attack is Enhanced and knocks back.
  • Demolisher: Destroys obstacles smaller creatures cannot.

Use for: Giants, siege beasts, war constructs, ents/treants, or any massive, destructive force.

Hawk

HP 5 Armor 0
STR 6 DEX 16 WIL 12
#: 1d6 Danger: ⚠️ ⚠️

Aerial harassers that confuse, distract, and chip away from above.

  • Talons (d6)
  • Flying: Fly-by attacks. Melee attackers must DEX save to hit.
  • Coming From All Sides: If multiple hawks target the same creature, add 1d12 to damage.

Use for: Vultures, eagles, harpies, gargoyles, flying imps, or any highly mobile threat.

Horse

HP 3 Armor 0
STR 16 DEX 12 WIL 5
#: 1d6 Danger: ⚠️

Not a threat unless seriously provoked.

  • Trample (d6)
  • Spooked: Must WIL save when confronted with fire, magic, or violence.

Use for: Mounts of all kinds (birds, horses, camels, dinosaurs).

Snake

HP 4 Armor 0
STR 6 DEX 16 WIL 10
#: 1d6 Danger: ⚠️ ⚠️

Fragile but deadly—lurks in shadow, strikes with poison and surprise.

  • Bite (d6). Poison 6: On a damage roll of 6, the target takes an additional 1d4 STR damage at the start of their next turn. This STR damage does not trigger a Critical Damage save.
  • Constrict: Target must make STR save or be grappled, taking d4 damage per round
  • Stealthy: Increases the chance of the party being surprised by +1 (i.e. 2-in-6 instead of 1-in-6)

Use for: Insects, pets, scorpions, ambushers.

Spider

HP 6 Armor 0
STR 8 DEX 14 WIL 10
#: 1–1d4 Danger: ⚠️ ⚠️

A lurking threat that thrives when its victims are caught or trapped.

  • Bite (d6). After target HP is depleted, attack also deals 1d4 damage to DEX. Bite attacks against immobilized targets are Enhanced.
  • Stealthy: Increases the chance of the party being surprised by +1 (i.e. 2-in-6 instead of 1-in-6)
  • Trap: Continuous spray of webbing. Target must make DEX save or be immobilized.

Use for: Insects, web-spinning demons, saboteurs/trappers, mimics, cursed relics.

Swarm

HP 7 Armor 0
STR 6 DEX 14 WIL 8
#: 1 Danger: ⚠️ ⚠️

Weak individually, but together they overwhelm, spread disease, and wear you down.

  • Bite (d4, blast)
  • Swarming: A swarm of numerous creatures, scurrying and gnawing. Piercing and Bludgeoning attacks are Impaired. Attacks with Blast are Enhanced.
  • Disease: Attacks that incur Critical Damage leave the target Deprived until a night of full rest.

Use for: Weak minions, rats, insect swarms, bat clouds, goblins, piranhas, zombies, or any threat that relies on numbers.

Tiger

HP 8 Armor 0
STR 14 DEX 16 WIL 12
#: 1 Danger: ⚠️ ⚠️ ⚠️

A stealthy, devastating ambusher with the power to drop foes in a single strike.

  • Claws (d8)
  • Stealthy: Increases the chance of the party being surprised by +1 (i.e. 2-in-6 instead of 1-in-6)
  • Ambush: Attacks from ambush/stealth (on a surprised target, or before they can react) are Enhanced.

Use for: Tigers and other large felines, crocodiles (in water), jungle stalkers, griffons (flying), skilled assassins, dangerous predators.

Wolf

HP 6 Armor 0
STR 8 DEX 14 WIL 8
#: 2d6 Danger: ⚠️ ⚠️

A coordinated predator that grows bolder and deadlier in a pack.

  • Bite (d6)
  • Pack Tactics: When multiple wolves attack the same target, add 1d12 to the damage rolls.
  • Leader: If more than 5 in pack, accompanied by a leader with +4 WIL. The leader’s WIL is used for Morale. If the leader falls, all others must make a WIL Save or flee.

Use for: Bandit gangs, goblins packs, velociraptors, guards, or any coordinated group of attackers.

Biome Encounter Tables

I’m a big fan of the 2d6-dragon-wizard encounter table method; below are example interpretations of applying the archetypes to various biomes.

Grassland

2d6EncounterExample
21 DragonGiant Winged Serpent
31 BearGrey Ogre
41 TigerSabretooth Tiger
52d6 WolvesGnolls
61d6 HawkWindclaws
7Wandering NPCShepherd
82d6 DeerLong-horned Grazers
91d6 HorsesSunback Mustangs
101d4 BullIronhorn Charger
111 ElephantThunderstep Mammoth
12WizardWandering Soothsayer

Forest

2d6EncounterExample
21 DragonMoss Wyrm
31 BearBarkhide Brute
41 TigerShadowcat
52d6 WolvesTreeraptors
61d6 HawkThornhawks
7Wandering NPCLost Hunter
81 SwarmRotgnaw Swarm
91d6 SnakesStrangling Vines
101d4 SpidersRootlurker Spider
111 ElephantTreant
12WizardDruid

Hills

2d6EncounterExample
21 DragonRidge Drake
31 BearCrag Brute
41 TigerCliff Stalker
52d6 WolvesTroglodytes
61d6 HawkGrey Harpies
7Wandering NPCTrail Hermit
82d6 DeerHill Goats
91d6 HorsesCanyon Salamanders
101d4 SpidersRock Scorpions
111 ElephantHill Giant
12WizardHill Sage

Mountains

2d6EncounterExample
21 DragonRidge Drake
31 BearCave Ape
41 TigerSnowcat
52d6 WolvesCliff Jackals
61d6 HawkRazorwing
7Wandering NPCPeak Guide
82d6 DeerMountain Goat
91d6 HorsesRidge Strider
101d4 SpidersFrost Weaver
111 ElephantStoneback Giant
12WizardCloudbound Seer

Swamp

2d6EncounterExample
21 DragonMire Hydra
31 BearBog Ogre
41 TigerGiant Crocodile
52d6 WolvesMire Raptor
61d6 HawksSwamp Vulture
7Wandering NPCLeechmonger
81 SwarmCorpse Beetles
91d6 SnakesBog Viper
101d4 SpidersGiant Spider
111 ElephantSwamp Treant
12WizardFen Oracle

Desert

2d6EncounterExample
21 DragonSand Worm
31 BearDesert Roc (Bear, but flying)
41 TigerSand Raptor
52d6 WolvesHyenas
61d6 HawksSunwing
7Wandering NPCSalt Nomad
82d6 DeerDesert Goat
91d6 SnakesBlack Scorpion
101d4 BullsGiant Beetle
111 ElephantEarth Elemental
12WizardEmber Scribe

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